Hyper Technology Implant
Essentially, this augment is often chosen as a way to gain an advantage in the early game as it provides very good stats such as health and attack damage. With this superior amount of stats, your team composition will become “tanky,” dealing more damage and having a great chance to secure a winning streak in the early game. However, in the recent 12.1 patch, Riot nerfed the additional health provided by this augment by 50 points, a significant number before stage 3.

As a result, to use this augment effectively, you must evenly distribute all the items you have among all the units you own. Clearly, this playstyle contradicts the usual strategy of funneling items into one main carry first before building defensive and supportive items. Remember that in each match, you can only get 10-14 component items; if you share all items, it will be tough for your carry to reach optimal strength. Perhaps this augment is only strong in a Recycle composition.
Unification
If we just look at the numbers, reducing 1 attack damage and ability damage provided by this silver and gold augment doesn’t seem to have a significant impact on this upgrade. However, when placed in team compositions that do not activate many traits (5 or more), the attack stats provided by the Unification augment are extremely low. Therefore, the advice is for Teamfight Tactics players not to pick this augment in rounds 1-3, as doing so is almost like conceding an upgrade compared to opponents in the early game.

For the gold and diamond tiers, not every composition can utilize Unification. Team compositions that use high-level traits like 6 Assassins, 5 Gangsters, or 6 Challenger should avoid this augment. Instead, compositions that activate multiple traits (especially those using Jayce, Yuumi, Janna…) like Innovators should opt for this augment because you can aim for the high attack stats it provides for the entire team.
Fireball
In the previous version, the Fireball augment was a strong choice in the mid-game as it helped players add a significant amount of damage. Essentially, the mechanics of this augment are similar to Morello’s Evil Tome, so the damage dealt is true damage and burns based on a percentage of health. However, in patch 12.1, this augment has been nerfed in damage output, significantly reducing its value, making it no longer a great choice early in the game.

Therefore, the advice here is to only choose this augment if there are no suitable champions in your composition to use Morello’s Evil Tome. If you are severely lacking in damage, you can also choose this augment, although it is not recommended. Essentially, Morello’s Evil Tome still allows players to be more proactive in dealing damage and burning the opponent’s health, while the Fireball augment only lasts at the start of each round of combat.